Complete Crafting Guide - What Crafty Mike doesn't teach! [TT 0.7.8.0]

ZeroGravitas

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Here's a list of new bugs, in 0.8.2, that I'm working up ready to update the guide with on Steam (seeing as crafting is no longer due to be fixed before 1.0 release):

► Crafting connection indicator arrows (red and green) are offset from their correct location on loaded tech from an unanchored snapshot. Resolves after editing the tech in any way. [Forum report]

► Filters' outputs don't pass resources to directly connected inputs of anchored crafting blocks, if they are connected while the tech is not anchored. Or if the tech is loaded from an unanchored snapshot. Fix this by removing and reattaching the Filter(s). [Forum report]

► Silos drop a portion of their stored resource chunks when a save is reloaded, or the base is returned to after being temporarily unloaded from the game (over ~600m). It's repeatable, but the pattern and cause is not understood. [Forum report]

► When a tech is split in two, all the Silos on the secondary tech drop all their resources and all Crafting block settings are lost (Filters, etc). [Forum report]

► Resources dither when entering Silos (and some other crafting components, like furnace generators), appearing to enter multiple times in quick succession. This can be caused by a high load on the GPU, from a lot of techs in a world, or external program use. [Forum report]

► Contiguous Conveyor lines may become split, with direction not changing together, possibly causing the game to hang when changing them. This may well be the result of a new undo bug. [Forum report]

► Called resource chunks may skip past the requesting Component Factory for no apparent reason. Not triggered by the previous issue with attaching Fabricators first. Bug seems inconsistent and is not currently understood, but longer Conveyor lines are much more likely to cause this, particularly if they are looped back on themselves. [Forum report]

► Fabricated blocks may get stuck inside their Fabricator (particularly GSO Solar Generators). This has been seen to cause a game crash on rare occasions. [Forum report]

► GSO Fabricators, loose on the ground, will 'hop' whenever a UI overlay is opened or closed. Even with overlays from Steam or recording software. Only happens Fabricator blocks that were previously anchored. [Forum report]

► Generators burn fuel chunks faster when Pacemaker is set to Turbo, but produce charge at the normal rate, wasting a lot of potential charge. Only happens when feeding in a consecutive string of chunks (manually, one at a time is OK). [Forum report]


Fixed:
•Receivers sometimes (wrongly) take resources from other receivers.


To test for fixes [Edit 2018-07-22: neither fixed.]:
• Silo (and collector) contents may appear to flip.
• Scrappers regurgitating.


... Work in progress; what new issues have I missed from the last few stable patches (or before, if you've not seen it in my Steam guide)?
 
Last edited:

Khaine

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► Silos drop a portion of their stored resource chunks when a save is reloaded, or the base is returned to after being temporarily unloaded from the game (over ~600m). It's repeatable, but the pattern and cause is not understood. [Forum report]
0.8.2 seems to have fixed this for me, at least the save+drops part. Only using 1x1 silos for resources and a 3x3 for components.
 
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Lord Zarnox

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Here's a list of new bugs, in 0.8.2, that I'm working up ready to update the guide with on Steam (seeing as crafting is no long due to be fixed before 1.0 release):

► Crafting connection indicator arrows (red and green) are offset from their correct location on loaded tech from an unanchored snapshot. Resolves after editing the tech in any way. [Forum report]

► Filters' outputs don't pass resources to directly connected inputs of anchored crafting blocks, if they are connected while tech is no anchored or is loaded from an unanchored snapshot.Fixed by removing and reattaching the Filter(s). [Forum report]

► Silos drop a portion of their stored resource chunks when a save is reloaded, or the base is returned to after being temporarily unloaded from the game (over ~600m). It's repeatable, but the pattern and cause is not understood. [Forum report]

► When a tech is split in two, all the Silos on the secondary tech drop all their resources and all Crafting blocks settings are lost (Filters, etc). [Forum report]

► Resources dither when entering Silos (and some other crafting components, like furnace generators), appearing to enter multiple times in quick succession. This can be caused by a high load on the GPU, from a lot of techs in a world, or external program use. [Forum report]

► Contiguous Conveyor lines may become split, with direction not changing together, possibly causing the game to hang when changing them. This may well be the result of a new undo bug. [Forum report]

► Called resource chunks may skip past the requesting Component Factory for no apparent reason. Not triggered by the previous issue with attaching Fabricators first. Bug seems inconsistent and is not currently understood, but longer Conveyor lines are much more likely to cause this, particularly if they are looped back on themselves. [Forum report]

► Fabricated blocks may get stuck inside their Fabricator (particularly GSO Solar Generators). This has been seen to cause a game crash on rare occasions. [Forum report]

► GSO Fabricators, loose on the ground, will 'hop' whenever a UI overlay is opened or closed. Even with overlays from Steam or recording software. Only happens Fabricator blocks that were previously anchored. [Forum report]

► Generators burn fuel chunks faster when Pacemaker is set to Turbo, but produce charge at the normal rate, wasting a lot of potential charge. Only happens when feeding in a consecutive string of chunks (manually, one at a time is OK). [Forum report]


Fixed:
•Receivers sometimes (wrongly) take resources from other receivers.


To test for fixes:
• Silo (and collector) contents may appear to flip.
• Scrappers regurgitating.


... Work in progress; what new issues have I missed from the last few stable patches (or before, if you've not seen it in my Steam guide)?
Why is the first link via Steam?
 
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ZeroGravitas

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0.8.2 seems to have fixed this for me, at least the save+drops part. Only using 1x1 silos for resources and a 3x3 for components.
OK, I'll have to check too then, thanks. Is that on a save that definitely did it before?


Why is the first link via Steam?
Well spotted (fixed now). I'd copied it back from my Steam guide page, after inserting there already. And Steam's awkward about external links.
 
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Khaine

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OK, I'll have to check too then, thanks. Is that on a save that definitely did it before?
Yuppers. Had resource receivers to snatch up the drops and everything. Been loading and playing and saving the game since yesterday, haven't seen the bug happen again.
 
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layer1

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Oh you want typos?

Only happens Fabricator blocks that were previously anchored
'Only happens with/to'

Filters do no push resources
'do not'

directly onto their maw
LOL that's a word I don't see used outside of fantasy/scifi books. Now I have to rename my scrapper to Cthulhu.

You stole my pic!! Haha, thanks for the mention. I have something new for that thread anyways.

Bug - Conveyor loops (or very long lines) with many connected Component Factories and/or Refineries and silos will cause the game to hang for a couple of seconds when starting fabrication. Also when changing blocks anywhere on the tech while a Fabricator is running
Maybe mention pausing with a Pacemaker? Maybe you mention this later (so if I forget and leave this here, ignore it.)

Bug - Turbo speed can exacerbate problems with crafting setups dropping resources to the ground: e.g. when they're exiting refineries, into silos, particularly
Maybe mention outputting refineries/scrappers/CFs to a conveyor->silo, which alleviates this problem.

It is also possible to scrape chunks off Conveyors by blocking their progress very effectively. On unanchored tech, this can be with blocks that are part of the same tech. Resources on anchored techs will only interact with blocks from another tech.
I don't know what this means. :(

A string of Alternators will act as a binary counter (or trinary, with return Conveyors on both sides). Demonstration video:
The video that follows this statement errors when I try to open it. "An error occurred. Please try again later."

All Fabricators need to be on a tech that is currently anchored, to work.
NITPICKING: No need for the comma.

The little, white spark will not animate on crafting components that are beyond range.
TURBO NITPICKING (lose the comma)

https://ell.stackexchange.com/questions/14011/putting-a-comma-between-adjectives

A spine of GeoCorp Scrappers, with deplition indicators
depletion

All minor stuff (except the video). Nice work!
 
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ZeroGravitas

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Oh you want typos?
Nobody wants typos... :p But thanks, that was really helpful of you. I've followed all your suggestion, or done little re-writes. :) (I don't know wth was going on with that video - Steam just doesn't like the short version of the URL.)

Lol. I'm going to take your word that this is the most accepted use.

It's somewhat amusing that you've picked up on that, but not my rampantly inconsistent capitalisation of proper blocks names: Silo/silo, Fabricator/fabrication, Conveyor block/conveyor, etc... Thoughts?

Edit (grammar checking nightmare fuel):


I've credited you as a poof reader now, so any/all mistakes are officially your fault.:p;)
 

layer1

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It's somewhat amusing that you've picked up on that, but not my rampantly inconsistent capitalisation of proper blocks names: Silo/silo, Fabricator/fabrication, Conveyor block/conveyor, etc... Thoughts?
lol I went through that very thing on a write up for another game. On the umpteenth draft I caught myself not capitalizing a word and thought no worries, I've been consistent so far but I'd better check to see if I missed one or two OMG THERE ARE DOZENS OF THEM.

That's when I quit worrying about the small stuff.

edit: I missed the "GSO silos may loose" bit. Though it kind of makes sense either way, but I think you meant 'lose'.
 
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Khaine

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You're not supposed to capitalize it, except in specific circumstances. Resource at the start of the sentence is correct, but using Resource mid sentence isn't. Specific names of streets, places, movies, etc get capitalized, generic ones don't (Mount Fuji vs a mount).
 

layer1

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It might help to clarify a possibly different use of the word, i.e., silo as a verb... But it probably doesn't matter and lower casing everything means less typos and less work overall, so I agree with Khaine.
 
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ZeroGravitas

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lower casing everything means less typos and less work overall, so I agree with Khaine.
But I'm already about a year deep into (mostly) capitalising all the names of blocks, etc, that are official terminology used in the game. I think it might be too late for me to try stopping now...! o_O:eek::confused: (Send halp!)
 
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